Notes from gameplay:
- Excellent splash screen with the old film overlay and warning message
- Music is wonderfully creepy and the font choice matches very well to instantly convey a specific tone of a twisted old-timey carnival to the player
- Wide range of options to set! Font choice doesn't seem to match the main menu page
- Text in top left: No info for "introScene" scene!
- Great intro cinematic! Excellent writing and voice acting
- Title text is not centered (aligned to left)
- "icecream" is misspelled
- Nice job with eye icon and button to show use at the window
- Awww I'm a kid. Good use of perspective height to convey that
- Nice writing on the letter under the door. Font choice here could be improved a bit, feels "default"
- Is there another page to the letter? Can't seem to "read on" as instructed
- No collision on sink
- /r/TVTooHigh
- Yard art assets glitching in/out when viewed through window
- Street looks very spooky! Excellent use of fog
- Ah, found another letter, guess that's the read on
- Covered domes on ice cream cart have e for use, but can't seem to do anything with them
- "I don't want to go this way" works to direct player movement, but doesn't feel as organic as if there were some scenery blocking movement
- Beautiful skybox!
- Somber Man isn't always capitalized, eg in streetlamp note
- Heh, got a jump from me when the music sting played at the back of the truck
- "No info for "scene2" scene
- Oh no, he got me!
- Note in jail: hidden message: 153 - ah, nice simple puzzle to get out of the cage
- Quotes around "with the somber man's grinding ...."
- Crouch is a bit clunky, doesn't match up with how the fan looks
- No collision on glass-windowed cabinets in kitchen
- Nice use of blood smears throughout environment to set a scene and tell a story of what happens here
- Light coming in through window in the hallway looks excellent, as does flickering of candle flame
- Lantern feels a bit obtrusive to use
- Not feeling much sense of danger
- The codex feels like a game guide, not a book within this immersive world you've created. Rewriting this more as lore would feel more engaging
- The Q + E to read notes feels a bit clunky, would be better to be able to read with a single button press
- AHHHH THERE HE IS
- WALK VERY QUICKLY AWAY
- Oh great, a creepy classroom
- The note here in the classroom is nice, establishes some mystery and backstory
- Sound cues are a bit confusing. I can hear him but unsure if he's moving around or not. I don't think there is a mirror here to hide
- Hiding in a toilet.... Can't figure out how to use the mirror in this room to hide from him
- Wish I could have brought the codex with me to reread
- Ok found a mirror to hide behind in the dorm. AHHH HERE HE COMES
- Hmm, I guess I didn't hide enough? He came back in. Very hard to tell where he is and if he's following me or not. Could do with some way to track this, like a minimap, SomberMan meter, etc
- Nice job restarting me in the kitchen
- Using the codex just says "apple" in bottom left?
- Reading should pause the game, but I hear his noises while I read
- Oh shoot, I turned on a tape recorder and now he's being lured here. Need a way to turn it off, maybe a Q to examine to learn what it's for
- Found an exit! But it's jammed :(
- E (drag) doesn't seem to work (office room)
- Died hiding behind a mirror, no indicator that I've used this mirror before
What an excellent submission - I really hope you put more work into this! I could see this being a fun console game to play with the lights out! The lore and background story is great and the environment is wonderfully designed. Keeping track of where I can hide and where the Somber Man is becomes a bit difficult and I keep ultimately getting caught, but I think adding some more UI details would help sort that out and make the game more engaging to play over multiple deaths. Great job!